I am making a game like pong except that there is only one paddle and the ball moves in projectile motion. The goal is to keep the ball bouncing on your paddle for as long as possible. I when I have the ball hit the paddle the direction of the y component of the velocity has it's sign flipped. The issue with this is that when the ball is moving up gravity acts upon in in that direction, speeding it up. The code is below
This is the code for my ball class, this is the tick method which is called 60 times a second
public Ball(double x, double y, Game game) {
super(x,y);
this.game=game;
}
public void tick() {
time+=1.0/60.0;
if(x<=0)
xreflection=1.0;
else if(x>=Game.Width-15)
xreflection=-1.0;
if(y<=0)
yreflection=1.0;
else if(y>=Game.Height-15)
gameover=1;//different variable here as I use this to end the game if the ball hits the bottom of the screen
x+=traj.xvel()*xreflection;
y-=traj.yvel(time)*yreflection;
if(Physics.Collision(this, game.getP())) {
time=2;
System.out.println("Collision");
yreflection=-1;
}
}
This is my ball Trajectory class which handles all the math for this
public double xvel() {
double xvelo=initvel*Math.cos(Math.toRadians(theta));
return xvelo;
}
public double yvel(double time) {
double yvelo;
yvelo=initvel*Math.sin(Math.toRadians(theta))-(9.8*time);
return yvelo;
}
And I have tried to use an if statement with y reflection to make 9.8 negative when yreflection is 1 and positive when it is -1.